Rogue Lords
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Über das Spiel
A DARK TALE
After being defeated many moons ago, you have finally returned with your most trusted disciples to take revenge on those wretched Demon Hunters. Play run after run and collect ancient artefacts to take back your power and reclaim your rightful place.
THE DEVIL IS IN THE DETAILS
Build your team from famous evil geniuses like Dracula, the Headless Horseman and Bloody Mary. Upgrade their skills and create synergies to dispose of the mortals who dare to stand in your way. Unlock new spells, collect souls, make the right choices in events and use your powers to crush the forces of good!
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Steam Nutzer-Reviews
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1046 Std. insgesamt
Verfasst: 01.05.22 19:04
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1403 Std. insgesamt
Verfasst: 20.03.22 07:30
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1387 Std. insgesamt
Verfasst: 11.03.22 14:50
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2049 Std. insgesamt
Verfasst: 01.03.22 04:35
Playing as the Devil who narrates a struggle against the Van Helsing, you employ infamous figures of darkness from legend, tales, and myth to wreak havoc against an equally corrupt holy order and attempt to reclaim your artifacts from Van Helsing after your defeat by him. There is no glossing over it, you are playing evil beings in a dark version of the New World, and the concept is just great.
The game features some nice stylish art and decent voice acting, although the latter is very repetitive and the voicework for Baron Samedi doesn't fit well. Music is good too.
Much as any rogue style game, you're mixing skill and luck in an effort to cobble together a synergistic strategy as you make your way through around six chapters to fight a boss at the end to get the artifact. You have options to guide your path, such as inflicting terror to gain more artifacts and scene bonuses, get more souls to trade with the grim reaper for powers, or simply take a skill for defeating your enemies. Generally this works. You will, however, get a 'bad hand' every so often where the skills and relics you really need won't show up. Unfortunately, you might not know this until late in the chapters when you've already sunk several hours of play.
So, the biggest issue with Rogue Lords is the difficulty. Fights are really just too sloggish because your characters are surprisingly wimpy on their own. You need those good outcomes to build anything, as the enemy is obnoxiously tanky and can win fights by attrition if you're not careful. You can choose of 3 unlocked villains to play with, but they don't all work together very well in terms of their skills, so you need to coordinate who you use. As in many rogue games, beginnings are particularly bad and boring... your characters are such wienies and have no starting options beyond whatever you win going forward. This makes new chapter starts dull and monotonous. It's also worth noting your characters tend to get a lot of DoT (damage over time) abilities that do not scale much at all, while the same enemy hitpoints and damage keep rising higher and higher. This feels like an obvious oversight. By the later levels, if you haven't built for direct damage, you're not going to overcome how utterly defensive the enemy is. Even on Apprentice difficulty by the fifth storyline, you're going to struggle unless you're obsessive in your strats. Sadly, team build diversity is very poor in this title. For all the randomness, you're almost forced to pick certain team comps for the higher bosses. It's a strong sign of the combat's notably poor balance.
I love the style of this and it has a lot of potential, but it desperately needs updating and tweaks in the combat gameplay. I've read rumors that it's been abandoned, which is a real shame. I've variously enjoyed myself and have been bored out of my mind with Rogue Lords... so much is luck based and the excessively repetitive long fights aren't winning it any favors. There is fun to be had and the idea is interesting, but unpolished game mechanics, bad luck, and overly weak ability pacing can devolve into frustration easily.
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1640 Std. insgesamt
Verfasst: 22.02.22 16:41
The game lives by its theme, it has a demonic nature, observable everywhere, in its art, animations, music etc. The combat Animations are pretty great, so is the art, the music is catchy but nothing to write home about.
It's structure is a mix between Slay the Spire and Darkest Dungeon. Map is STS-like, Combat is a bit like DD with regards to the skills (no cards/decks) and having multiple heroes but also like STS as it works with Action Points instead of a single Action per character, plus skills need to be recharged. It has many other unique elements and a clever and fun twist to all of it.
i really liked my time with it. After 15-20 hours some repetition starts to sink in, granted there were 5 more Disciples I didn't play with yet, they seem to have quite unique and complex abilites and I just felt comfortable with the team I had at the time.
Speaking of repetition, there are events that you'll see multiple times, which is no big deal but I the game could benefit by some additional variety. More combat and map environments, some animations outside of combat would probably suit the aforementioned events, some more character quips and I would honestly like a bit more story or more details. Perhpas these would be present with a bigger budget, I look forward to additional content or their next project.
Voice Acting is brilliant, especially the Narrator did an outstanding job and with great vocabulary, very enjoyable, the discpiles I played with were great too. The game in general nails the atmosphere.
It's quite challenging, but has an easier mode if you are struggling. It felt like I need to pull crazy combos and builds to win but at the same time I only lost 3 times in total and 2 were due to my own oversights. It's intimidating at first, seeing these huge attacks but if you are well equiped and learn how to manage your resources you should be fine most of the time. So I think the balance overall is fine.
Definitely recommend, even if you don't like the roguelike/lite genre maybe give it a try.
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7078 Std. insgesamt
Verfasst: 22.01.22 18:13
Despite what some reviews may say, this game is balanced quite well. Those who think otherwise are likely not playing smart. And this game does demand smart play at higher levels. That means choosing the right skills and relics pending how the random factor plays out. It means using your diabolic essence wisely in and out of combat. It means thinking. Not in a taxing way as if you need to be a genius solving three steps ahead. Just that if play too haphazardly, you might miss a critical debuff in combat that has a huge affect or you might choose a relic that does not support the skills you have chosen well enough.
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750 Std. insgesamt
Verfasst: 19.01.22 01:48
I would dearly like to enjoy this game, but I simply cannot. It's gorgeous and has character oozing from every byte, but the wild difficulty spikes -- even on the supposedly easy Apprentice mode -- make it unplayable. Additionally, there's a really bizarre mechanic which serves only to add frustration to your strategy, wherein draining all the hit points from an enemy doesn't kill them. No, you have to hit them AGAIN. This may not sound like a big deal, but it profoundly affects your turn-by-turn strategy when you have only a very few skills and action points available on any given turn. Add to this the fact that if just ONE of your three characters falls, it's game over. Not the round, the entire game. Bad player! Start over, you! Yeah... no thanks.
I've tried several times to get into it, but I just keep quitting in frustration and going back to Slay the Spire. THAT is how you design a fun game. The art in StS may look like it was drawn by an autistic 12 year-old, but it's really fun to play. And in the end, that's all that matters. Sorry, Rogue Lords; you coulda been a contender.
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1955 Std. insgesamt
Verfasst: 08.01.22 17:37
Each of the characters are very very unique and interesting to play, with lots of different skills to unlock (and not all that grindy) - Dracula and Baron Samedi are my favourite. Give it a shot!
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2013 Std. insgesamt
Verfasst: 20.12.21 22:17
Edit after finishing the game: So I was stuck on the final normal boss (before Van Helsing) for around 5 attempts. Eventually beaten it on apprentice after hitting soe very hood synergy items which I could only get after losing 5 times (because of the level-unlocked skills/artifacts).
I still think the final parts of the game are well thought out. It feels (and is) like a big grind. Roguelike is fun, but not if its wasting hours of your time playing the same easy minions over and over to lose to the same boss.
Then the FINAL BOSS! Van Helsing... Was easier than the pre-last boss? First attempt finished him without any minion dropping below 50% life and not using any essence. Okay???
Anti-climatic end of the game. I still feel its not bad, but not good. I keep it on 5/10, buy only on sale and only if ur into this kind of games and are okay spending 10s of hours to get acces to a few hours of new content...
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7004 Std. insgesamt
Verfasst: 06.10.21 03:48
Long story short:
Rogue Lords is a fun roguelike very much like Slay the Spire, but not being a rip off in the slightest. It has a unique cheating mechanic and is pretty difficult while also having balance issues and run destroying bug. The concept is unique, fresh, and fun, but the gameplay could use some retuning and class balancing.
Short story long:
Difficulty Balancing:
This is my biggest gripe in general, but I think I feel differently than the majority. I actually don't feel the game is too hard at all. At least not in the way of traditional Roguelikes. They're meant to be incredibly challenging as you learn the mechanics and add points to the metagame. However, it's only soul crushingly difficult if you use certain characters. It's just too difficult to win with physical damage. The enemy does too many things to mitigate physical damage dealt, while physical damage characters just feel weaker. Even buffs and debuffs favor SP damaging more - The 'poison' of this game comes in two flavors, Depression which damages SP health over time and Decomposition which damages health. However, Depression also lowers their max SP as well while Decomposition doesn't. Which brings me to...
Class Balancing:
I can only win if I use Lilith, White Lady, and one other (I usually pick Hecate but have also gotten away with Baron) and in a game with different classes that you want to experiment in, this just sucks. Here's an example of what I mean:
-White Lady starts with a skill called Mask of Torment that does SP damage passively every turn. It's a 1 AP cost and you turn it on and forget it's there. I really like this as a mechanic and there are other masks and other items that compliment the masks that really make it fun and dynamic. 10/10 would recommend.
-Bloody Mary, however, has a recharge that is 2 AP, only affects her, and adds a mirror that duplicates effects and damage to one opponent. This means that she can output some pretty good damage, but you have to burn 2 out of your 5 (usually) AP just getting it set up, and when the enemy dies, you have to do it again to set up for the next enemy. Also, understandably, some of your greatest abilities cost more AP, so you can have a turn where you just recharge and use one ability. And to make matters worse, a lot of her abilities have the 'bloodthirsty' trait meaning they only target the enemy with the lowest HP, limiting your options in terms of attacking.
Bloody Mary's recharge should be 1 AP or the mirror should transfer or something.
Relics can mitigate this in some way but it's RNG based on if you get them or not.
Game Breaking Bug
I've only encountered one bug, but it can really mess things up: If you exit the game during a run and then relaunch it, sometimes it will just go into an infinite loading screen and force you to restart the game, and more importantly, end your current run and restart it. This sucks if you're far ahead since some games can up to an hour or longer to complete.
Minor Gripes/Conclusion
The Clunky Overworld
While I like the style of the game, the running about in the overworld feels unnecessary and sometimes frustrating as a small tree or fog patch will prevent you from getting to the objective, forcing you to run all the way around to activate it. Not to mention some of the events and story beats are near the first time, but when you do them for the 47th, it can get old, having you spamming click to get past it so you can get to the gameplay.
Constant Voice Lines
Although the voice lines are well acted, they repeat very often ('Do I have to get my hands dirty again?') and become tedious very fast to the point to where I just disabled the voice volume. Also, because of the nature of these games i'll idle, and having a narrator constantly talk at me and berate me is grating to say the least.
Conclusion
Despite the gripes, however, it is a fun game. The cheating mechanic creates an interesting dynamic in gameplay with swapping buffs, raising/lowering health and changing paths on the map, and I think it's a great dynamic. Although the classes are unbalanced they're unique and interesting and I would love to see future DLC, expansions, or sequels employ more famous monsters like Swamp Thing, a werewolf, the Babadook, and others.
I don't regret buying it and have had a lot of fun with it. If you like Slay the Spire or other deckbuilder games, or even villain-as-a-protagonist games, this one will give you a lot of hours.
I just think it really needs work. With how receptive the developers have been to player feedback, however, I think it's got a bright future ahead of it and will edit my review to be even more positive when game benefiting changes are made.
Edit: Infinite loading bug has been fixed, so the devs are listening.
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747 Std. insgesamt
Verfasst: 05.10.21 16:10
I'm absolutely baffled this is currently sitting at Mixed. This is an *excellent* game.
If you've enjoyed titles like Slay the Spire, Monster Train, FTL or Tainted Grail, you'll get a kick out of this.
This is a well thought out title, that introduces genuinely fresh and interesting mechanics. Devil mode let's you 'cheat' by swapping status with enemies, setting new paths, altering hit points ect. Your health is the resource, so you need to consider how to use it optimally in between shrines (sort of like StS campfires).
You get to pick from different rewards for fights. Take some souls to spend at the 'merchant'? Grab some skills? Inflict terror which which has no benefit now, but pays off later?
You unlock new disciples as you go, which each has unlockable skills and mechanics. Bloody Mary does ferocious damage, and you can mix in some debuffs if you like. The White Lady has passive effects and debuffs, but can also lean into large damage. The Horseman is a tank, and can unleash powerful abilities as they take more damage. Perhaps you prefer Lillith as a tank? Or maybe make her a tanky/debuffer/support. There's more disciples than what's listed here, and it's a really interesting mix of mechanics.
The RNG is obviously there, but it feels much less punishing to me than Slay the Spire, a game which I enjoyed immensely. And I mean, that's part of the genre. You don't get the things you exactly want, but you'll get most of what you want, and you have to make up the rest with what you find, while managing your risks and opportunities. Sometimes you mess up, sometimes RNGesus is cruel, but as I've learned more about the game, I feel like every one of my lost runs was due to my inexperience.
Looking back, I now feel like none (or very few) of them were to due bad RNG. Knowing what I do now, I feel like you get the tools and chances you need, but it's up to you to figure out how to put them together into a successful run.
The things I'd change are it can be tricky navigating through some forest sections, but only slightly. I also feel like it should take less clicks to get through some screens, but it's fine really. What I'd really like to see is clear rewards/punishments from the social challenges.
This is a fresh, interesting and unique entry to the genre. I feel like the negative reviews around difficulty is because the game has been out for less than a week, and so there's not a lot of guides to follow and it takes time to figure things out. I'm up to Chapter 4 now and am looking forward to playing through the rest.
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880 Std. insgesamt
Verfasst: 05.10.21 13:30
If this was the state of the game in Early Access, I'd say that it has a ton of potential and would be something to keep an eye on. Seeing these types of issues in a fully released product, however, raises the level of concern. The response from the developers is the final straw in nudging this negative review (offering to tell players how to best exploit the game's mechanics because build variety is so severely limited to deal with the difficulty cliffs the game provides rather than acknowledging a problem exists and a providing commitment to fix it is not a reasonable mitigation to the underlying problems).
This is a game I'd love to see fixed in updates, but it's not something I would recommend in its current state.
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6462 Std. insgesamt
Verfasst: 05.10.21 01:44
The positives:
- Theme is fantastic. The artwork is great; characters, overworld, animations, cutscenes - everything looks great. Music is nothing to write about home about, but it's not annoying either and fits the vibe well.
- Innovative ideas. The Cheat mechanic is fun, abilities and status effects are interesting. I love the 'social activities' that give characters traits and improve their stats (if successful). The Terror effects and drawbacks are also a good and interesting part of the gameplay.
The negative, and I already feel bad that it's going to be a much longer list:
- Runs take ages. Fights can take ages. Ultimately, there's not enough enemy variety to justify it. If every book had distinctive enemies, sure, but as it is, I'm fighting the same mobs over and over again.
- The overworld, while pretty and atmospheric, is a clumsy mess. Getting stuck on random trees or houses is no fun. There's no point in walking around. A StS-style map would spare the player much time and frustration.
- Too much randomness. RNG is brutal. Shops do not have refresh. If you're not offered the right skills, there are enemies you simply won't defeat. Enemy behavior is unpredictable - sometimes you just get team wiped because a mob decides to dish out unpreventable AoE attacks with more damage than you could possibly block or heal back on turn 1. Getting the 'good' artifacts and skills makes or breaks the run - as it is, there is more or less just one viable way to play, and everything that doesn't contribute to it is worthless. The balance is just completely off. Experimenting with new skills or teams is an excercise in frustration, not fun as it should be.
- But also not enough randomness - specifically when starting a run. Slay the Spire offers you a choice of 3 advantages if you made it at least to the boss. Monster Train gives you an artifact choice and random starter cards from your clans. There's nothing like this in Rogue Lords. You start with the same skills every time, you don't get an artifact. You have nothing to lean into or build around. That makes the game feel very repetitive early on - especially because some characters are locked behind later books and your team choices are limited.
- SO. MUCH. CLICKING. Refilling the Devil power (aka 'Pyre Health') really shouldn't take 5 clicks. Every run, I have to click through the same screens - chapter story nodes that always tell the same story, entering the store, refilling health/removing bad traits, it's all so insanely clicky.
- Social Activities are a fun part of building characters, but they aren't very transparent. In many events, I get several choices, but no indication what they do. Am I getting souls from this? Does it trigger a terror effect? Does it give me a trait or an ability? I don't know! Could be anything!
I really hope some of these things will be addressed in patches, and if that happens, I'll gladly change my review. In its current state, I just can't recommend the game - although I wish I could.
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Release:30.09.2021
Genre:
Strategie-Rollenspiel
Entwickler:
Nacon
Vertrieb:
Nacon
Engine:keine Infos
Kopierschutz:keine Infos
Franchise:keine Infos
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